# include <windows.h>
#endif
-#include <GL/glut.h>
-#include <GL/gl.h>
-
#include <string.h>
+#include <GL/glu.h>
+
#include <simgear/debug/logstream.hxx>
+#include <simgear/screen/texture.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/misc/sg_path.hxx>
-#include <Objects/texload.h>
-
#include "globals.hxx"
#include "fg_props.hxx"
#include "splash.hxx"
+#include "fg_os.hxx"
-static GLuint splash_texid;
-static GLubyte *splash_texbuf;
+static SGTexture splash;
-// Initialize the splash screen
-void fgSplashInit ( void ) {
- int width, height;
+// Initialize the splash screen
+void fgSplashInit ( const char *splash_texture ) {
SG_LOG( SG_GENERAL, SG_INFO, "Initializing splash screen" );
-#ifdef GL_VERSION_1_1
- glGenTextures(1, &splash_texid);
- glBindTexture(GL_TEXTURE_2D, splash_texid);
-#elif GL_EXT_texture_object
- glGenTexturesEXT(1, &splash_texid);
- glBindTextureEXT(GL_TEXTURE_2D, splash_texid);
-#else
-# error port me
-#endif
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
- // load in the texture data
- int num = (int)(sg_random() * 4.0 + 1.0);
- char num_str[256];
- sprintf(num_str, "%d", num);
+ splash.bind();
SGPath tpath( globals->get_fg_root() );
- tpath.append( "Textures/Splash" );
- tpath.concat( num_str );
- tpath.concat( ".rgb" );
-
- if ( (splash_texbuf =
- read_rgb_texture(tpath.c_str(), &width, &height)) == NULL )
+ if (splash_texture == NULL || !strcmp(splash_texture, "")) {
+ // load in the texture data
+ int num = (int)(sg_random() * 5.0 + 1.0);
+ char num_str[5];
+ snprintf(num_str, 4, "%d", num);
+
+ tpath.append( "Textures/Splash" );
+ tpath.concat( num_str );
+ tpath.concat( ".rgb" );
+ } else
+ tpath.append( splash_texture );
+
+ splash.read_rgb_texture(tpath.c_str());
+ if (!splash.usable())
{
// Try compressed
SGPath fg_tpath = tpath;
fg_tpath.concat( ".gz" );
- if ( (splash_texbuf =
- read_rgb_texture(fg_tpath.c_str(), &width, &height)) == NULL )
+
+ splash.read_rgb_texture(fg_tpath.c_str());
+ if ( !splash.usable() )
{
SG_LOG( SG_GENERAL, SG_ALERT,
"Error in loading splash screen texture " << tpath.str() );
}
}
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,
- GL_UNSIGNED_BYTE, (GLvoid *)(splash_texbuf) );
+ splash.select();
}
// Update the splash screen with progress specified from 0.0 to 1.0
void fgSplashUpdate ( double progress, float alpha ) {
int xmin, ymin, xmax, ymax;
- int xsize = 480;
- int ysize = 380;
+ int xsize = 512;
+ int ysize = 512;
if ( !fgGetInt("/sim/startup/xsize")
|| !fgGetInt("/sim/startup/ysize") ) {
// now draw the logo
glEnable(GL_TEXTURE_2D);
-#ifdef GL_VERSION_1_1
- glBindTexture(GL_TEXTURE_2D, splash_texid);
-#elif GL_EXT_texture_object
- glBindTextureEXT(GL_TEXTURE_2D, splash_texid);
-#else
-# error port me
-#endif
+ splash.bind();
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glColor4f( 1.0, 1.0, 1.0, alpha );
glTexCoord2f(0.0, 1.0); glVertex2f(xmin, ymax);
glEnd();
- glutSwapBuffers();
-
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);